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author | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-03-28 19:57:06 +0100 |
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committer | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-03-28 20:00:56 +0100 |
commit | 3ac107364ba196b8c3358b2aa36cee935bf4c650 (patch) | |
tree | df7707f2a6cd7271877652ae42a6fd112e949a81 /doc | |
parent | fc8d11810ab9fb421bd0b48ab67563f8d8d6cf05 (diff) |
etna: implement more tgsi instructions
fixes particle_system demo
Diffstat (limited to 'doc')
-rw-r--r-- | doc/hardware.md | 1 | ||||
-rw-r--r-- | doc/isa.md | 4 |
2 files changed, 5 insertions, 0 deletions
diff --git a/doc/hardware.md b/doc/hardware.md index c90dfc3..25d2968 100644 --- a/doc/hardware.md +++ b/doc/hardware.md @@ -316,6 +316,7 @@ Programming pecularities Ways I've already made it crash: + - Wrong number of VS inputs (must be equal to number of vertex elements) - Wrong number of temporaries in PS - Sending 3D commands in the 2D pipe instead of 3D pipe (then using a signal waiting for them to complete) - Wrong length of shader @@ -201,3 +201,7 @@ Misc notes - All GC chips (at least the ones I've encountered, which are up to gc2000) have the same basic shader ISA. +- Register t0 in PS is hardwired to the position. Assigning to this register usually causes the fragment not to be rendered + (I suspect is this used for `gl_FragDepth` out). + + |